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editor_pause

Pause the Godot editor's scene tree to halt editing operations without affecting a running game.

Instructions

Pause the editor scene tree (note: only affects the editor tree, not a separately running game).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations provided, the description carries the full burden of disclosure. It honestly notes a key behavioral trait: the tool does not affect a separately running game, which is a useful caveat beyond the mere action. However, it omits other potential behaviors like idempotency or side effects, though for a simple no-param tool this is sufficient.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is two sentences, with the second sentence adding a critical caveat. Every word earns its place, and the key information is front-loaded.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the simplicity of the tool (no parameters, no output schema), the description fully covers the essential purpose and a significant limitation. It is complete for an agent to understand what the tool does and what it does not do.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The tool has zero parameters, so the baseline is 4. There are no parameter semantics to clarify, and the description correctly focuses on the action rather than inputs.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific verb and resource: 'Pause the editor scene tree'. It clearly identifies the target (editor scene tree) and distinguishes this from pausing a running game via the note, making its purpose unmistakable and differentiating it from sibling tools like runtime_freeze or stop_project.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description provides a clear context for use by noting it 'only affects the editor tree, not a separately running game'. This exclusion helps the agent know when not to use it, although it does not explicitly reference sibling tools like editor_unpause or runtime_freeze as alternatives.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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